2 x 2 (4)

Inventory Size

30 (6 x 5)

Storage Size

+15%

Armor

+15%

Explosion Armor

0%

Movement Speed

No

Fire Proof

No

Radiation Proof

Similar Clothing (4)

There might be more than those listed here.

4 blueprints
Salvage
=
2 x
Repair
0%
+
+
3 x
=
100%
Apparel
+
=
Apparel
+
=
How item spawns work

Each dot is a fixed loot point. The map is split into a grid of regions, and every region has its own respawn timer (Items.Respawn_Time, configured by the server). When the timer fires, the region tops up its loot up to a fraction of its points (Items.Spawn_Chance, usually 10–50%), so most points stay empty between refreshes.

Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.

Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.

Advanced Mercenary Top Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
PMC Advanced Clothes 33.3 %
Cache PMC Low 2.8 %
BBunker Richmans Low 2.7 %
BBunker Richmans High 1.9 %
Cache PMC High 1.8 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
4522 CA PMC Advanced Clothes 33.33 % 5
4462 CA Cache PMC Low 2.80 % 54
4466 CA BBunker Richmans Low 2.70 % 57
4467 CA BBunker Richmans High 1.88 % 61
4461 CA Cache PMC High 1.84 % 59
CA_Merc_Top_M_0.dat
GUID c8624a09fe6c4d068efc9ab1164596fe
Type Shirt
Rarity Epic
Useable Clothing
ID 6227

Size_X 2
Size_Y 2

Width 6
Height 5

Armor 0.85

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "1d033cfaf3be4da79dbb172d6d112424 x 2" // Ballistic Fiber
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			"3672e1bdd2034fce9c54ca60baa5ce81" // Biohazard Fiber
			"1d033cfaf3be4da79dbb172d6d112424 x 3" // Ballistic Fiber
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID this
				Critical true
			}
			{
				ID "f1034659a8db4f78a59b422884f316e2" // Chemicals
			}
		]
		OutputItems "353a96b2c66e4450a17f730b645e6084" // Advanced Military Top
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ebe755533bdd42d1871c3ac66b89530f" // Apparel
		InputItems
		[
			{
				ID "353a96b2c66e4450a17f730b645e6084" // Advanced Military Top
				Critical true
			}
			{
				ID "d72a4752e0b4420480875241d1d0bcb3" // Dye
			}
		]
		OutputItems this
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
]